Adaptive wizard for gamification site creation

ABSTRACT

Systems, methods, and computer-readable media for generating, by an adaptive wizard, a customized gamification system to a customer. The gamification system is a system of events and milestones that provides a means by which the customer can recognize and award desired behavior patterns in order to increase engagement with users. The adaptive wizard generates the gamification system based on customer input and/or observed user behavior on a customer website. The adaptive wizard receives the input and determines content of the gamification system. The adaptive wizard processes the inputs and develops the gamification system for implementation by the customer to assist in achieving customer enterprise goals.

BACKGROUND

Throughout society, there are many facets in which people would like toencourage particular behaviors of others, such as to accomplish certaingoals. In education, educators would like students to complete lessons.In business, companies would like to train people efficiently andeffectively. However, the motivation to learn, train, or complete otheractivities in a timely mariner is not always present. Traditionally,people have been motivated by extrinsic factors, such as monetarycompensation in the form of a bonus check for high performance. Themonetary awards, however, can be costly for businesses, and are notfeasible in many other facets of society.

BRIEF DESCRIPTION OF THE DRAWINGS

The detailed description is set forth with reference to the accompanyingfigures. In the figures, the left-most digit(s) of a reference numberidentifies the figure in which the reference number first appears. Theuse of the same reference numbers in different figures indicates similaror identical items.

FIG. 1 is a block diagram depicting an example environment in whichexamples of using an adaptive wizard to generate and/or monitor agamification system can operate.

FIG. 2 is a block diagram depicting an example computing deviceconfigured to use an adaptive wizard generate and/or monitor agamification system.

FIG. 3 is a block diagram depicting an example adaptive wizard frameworkmodule of a computing device configured to generate a gamificationsystem.

FIG. 4 illustrates an example use case selection interface for use ingenerating a gamification system.

FIG. 5 is an example content creator questionnaire interface for use ingenerating a gamification system.

FIG. 6 is an example feature selection interface for use in generating agamification system.

FIG. 7 is an example feature selection interface for use in generating agamification system, similar to that depicted in FIG. 6, with anexpertise track feature being configured.

FIG. 8 is an example feature selection interface for use in generating agamification system, similar to those depicted in FIGS. 6 and 7, with acareer rewards feature being configured.

FIG. 9 is an example feature selection interface for use in generating agamification system, similar to those depicted in FIGS. 6-8, with alevels feature being configured.

FIG. 10 is an example feature selection interface for use in generatinga gamification system, similar to those depicted in FIGS. 6-9, with atutorial rewards feature being configured.

FIG. 11 is an example feature selection interface for use in generatinga gamification system, similar to those depicted in FIGS. 6-10, with acompetitions feature being configured.

FIG. 12 is an example visualizations interface for use in selectingvisualizations for a gamification system.

FIG. 13 is a flow diagram that illustrates a process flow of generatinga gamification system.

FIG. 14 is a flow diagram that illustrates a process flow of monitoringa gamification system and providing updates for the gamification system.

DETAILED DESCRIPTION

Overview

The technologies described herein provide techniques and constructs touse an adaptive wizard to generate a gamification system. Thegamification system is a system of recorded events and milestones thatallow a customer to easily discern, recognize, and award desiredbehavior patterns in order to increase engagement with users. Acomputing system utilizes the adaptive wizard to generate thegamification system based on customer input and/or observed userbehavior on a website of the customer such as, via a network connection.In some examples, the adaptive wizard receives input from a customer todetermine a use-case (e.g., a scenario). In some examples, the adaptivewizard monitors network activity (e.g., user actions on a customerwebsite) to determine the use-case based on the network activity.

In various examples, the adaptive wizard can generate a questionnaire(e.g., a list and/or series of one or more questions) for the customerto answer regarding the customer's operations. In such examples, thequestionnaire can be based at least in part on the customer use case,and can be used by the adaptive wizard to determine one or more goals ofthe customer and/or the customer enterprise, a category of thegamification system, and/or a model of the gamification system. In someexamples, the adaptive wizard can monitor network activity with respectto the customer to determine the one or more goals, the category and/orthe model.

Additionally, the adaptive wizard generates one or more features for thecustomized gamification system, a feature being a set of recognitionconstructs and visualizations combined with an explicit purpose in mind.The one or more of features can be based on the answers to thequestionnaire, the one or more goals of the customer and/or the customerenterprise, the category, and/or the model determined by the adaptivewizard. Often, multiple acceptable approaches exist to a use-case.Therefore, an adaptive wizard can be configured to accommodate someamount of subjective input in the form of required features, recommendedfeatures, and/or optional features for the gamification system. Thefeatures can include, but are not limited to, tracks, rewards, levels,competitions, and the like. In various examples, the features mayinclude sub-features for selection. For example, a track feature mayinclude subject-based expertise areas such as chess expert, bridgeexpert, go expert, etc. to add to the customized gamification system.

The adaptive wizard identifies visualizations for the customizedgamification system. In some examples, the adaptive wizard may applydefault visualizations to the customized gamification system based onthe inputs from the customer. In some examples, the adaptive wizard cangenerate customized visualizations for the gamification system based oncustomer input. Additionally or alternatively, the adaptive wizard canreceive visualizations from the customer and/or another source, and mayapply the visualizations to the customized gamification system.

Based on the determined scenario, goal(s), model, feature(s), and/orvisualization(s), the adaptive wizard can build the gamification system.Additionally, the adaptive wizard can automatically connect to knownplatforms and pull appropriate data to assist in building and/orinclusion in the gamification system. For example, the adaptive wizardcan pull data from external sources, such as learning managementsystems, customer relationship management systems, social collaborationsoftware, etc., and include the data in the gamification system. Invarious examples, the adaptive wizard can push the gamification system acustomer website, send the gamification system to the customer, orotherwise make the gamification system available to the customer forimplementation. The gamification system can be implemented, such as on acustomer website, to log events, and, when predefined milestones aremet, recognize and/or award the user.

In various examples, the adaptive wizard can monitor the performance ofthe customized gamification system. In such examples, the adaptivewizard determines a success of the customized gamification system inachieving the one or more goals of the customer and/or the customerenterprise. Based on a determination that one or more goals of thecustomer and/or the customer enterprise are not being achieved, theadaptive wizard may determine to modify one or more aspects of thecustomized gamification system. As such, the adaptive wizard can modify,add, and/or remove one or more features and/or visualizations of thecustomized gamification system, and push the update and/or anotification thereof (e.g., make the update accessible) to the customercomputing device and/or a customer website for implementation.

Additionally or alternatively, the adaptive wizard can includefunctionality to monitor trends in the use case (e.g., scenario) and/orsubset of the use case and determine that an adjustment to thecustomized gamification system may be necessary. The adaptive wizard canthen modify one or more features and/or one or more visualizations ofthe customized gamification system to further increase engagement withusers and assist in goal achievement.

Illustrative Environment

The environment described below constitutes but one example and is notintended to limit the claims to any one particular operatingenvironment. Other environments can be used without departing from thespirit and scope of the claimed subject matter.

FIG. 1 is a block diagram depicting an example environment 100 in whichexamples of using an adaptive wizard to generate and/or monitor agamification system can operate. In some examples, the various devicesand/or components of environment 100 include distributed computingresources 102 that can communicate with one another and with externaldevices via one or more networks 104.

For example, network(s) 104 can include public networks such as theInternet, private networks such as an institutional and/or personalintranet, or some combination of private and public networks. Network(s)104 can also include any type of wired and/or wireless network,including but not limited to local area networks (LANs), wide areanetworks (WANs), satellite networks, cable networks, Wi-Fi networks,WiMax networks, mobile communications networks (e.g., 3G, 4G, and soforth) or any combination thereof. Network(s) 104 utilize communicationsprotocols, including packet-based and/or datagram-based protocols suchas internet protocol (IP), transmission control protocol (TCP), userdatagram protocol (UDP), or other types of protocols. Moreover,network(s) 104 can also include a number of devices that facilitatenetwork communications and/or form a hardware basis for the networks,such as switches, routers, gateways, access points, firewalls, basestations, repeaters, backbone devices, and the like.

In some examples, network(s) 104 can further include devices that enableconnection to a wireless network, such as a wireless access point (WAP).Example embodiments support connectivity through WAPs that send andreceive data over various electromagnetic frequencies (e.g., radiofrequencies), including WAPs that support Institute of Electrical andElectronics Engineers (IEEE) 802.11 standards (e.g., 802.11g, 802.11n,and so forth), and other standards.

In various examples, distributed computing resources 102 include devices106(1)-106(N). Embodiments support scenarios where device(s) 106 caninclude one or more computing devices that operate in a cluster or othergrouped configuration to share resources, balance load, increaseperformance, provide fail-over support or redundancy, or for otherpurposes. Device(s) 106 can belong to a variety of categories or classesof devices such as traditional server-type devices, desktopcomputer-type devices, mobile devices, and/or special purpose-typedevices. Thus, although illustrated as desktop and laptop computers,device(s) 106 can include a diverse variety of device types and are notlimited to a particular type of device. Device(s) 106 can represent, butare not limited to, desktop computers, server computers, web-servercomputers, personal computers, mobile computers, laptop computers,tablet computers, telecommunication devices, thin clients, terminals,personal data assistants (PDAs), game consoles, gaming devices, workstations, or any other sort of computing device.

Device(s) 106 can include any type of computing device having one ormore processing unit(s) 108 operably connected to computer-readablemedia (CRM) 110 such as via a bus 112, which in some instances caninclude one or more of a system bus, a data bus, an address bus, a PCIbus, a Mini-PCI bus, and any variety of local, peripheral, and/orindependent buses.

CRM described herein, e.g., CRM 110, include computer storage mediaand/or communication media. Computer storage media includes tangiblestorage units such as volatile memory, nonvolatile memory, and/or otherpersistent and/or auxiliary computer storage media, removable andnon-removable computer storage media implemented in any method ortechnology for storage of information such as computer-readableinstructions, data structures, program modules, or other data. Computerstorage media includes tangible or physical forms of media included in adevice or hardware component that is part of a device or external to adevice, including but not limited to RAM, static RAM (SRAM), dynamic RAM(DRAM), phase change memory (PRAM), read-only memory (ROM), erasableprogrammable read-only memory (EPROM), electrically erasableprogrammable read-only memory (EEPROM), flash memory, compact discread-only memory (CD-ROM), digital versatile disks (DVDs), optical cardsor other optical storage media, magnetic cassettes, magnetic tape,magnetic disk storage, magnetic cards or other magnetic storage devicesor media, solid-state memory devices, storage arrays, network attachedstorage, storage area networks, hosted computer storage or memories,storage, devices, and/or storage media that can be used to store andmaintain information for access by a computing device 106.

In contrast to computer storage media, communication media can embodycomputer-readable instructions, data structures, program modules, orother data in a modulated data signal, such as a carrier wave, or othertransmission mechanism. As defined herein, computer storage media doesnot include communication media.

Executable instructions stored on CRM 110 can include, for example, anoperating system 114, an adaptive wizard framework 116, a user interfacemodule 118, and other modules, programs, or applications that areloadable and executable by processing units(s) 108. Additionally oralternatively, the functionally described herein can be performed, atleast in part, by one or more hardware logic components such asaccelerators. For example, and without limitation, illustrative types ofhardware logic components that can be used include Field-ProgrammableGate Arrays (FPGAs), Application-specific Integrated Circuits (ASICs),Application-Specific Standard Products (ASSPs), System-on-a-Chip systems(SOCs), Complex Programmable Logic Devices (CPLDs), etc. For example, anaccelerator can represent a hybrid device, such as one from XILINX orALTERA that includes a CPU course embedded in an FPGA fabric.

Device 106 can also include one or more input/output (I/O) interfaces120 to allow device 106 to communicate with input/output devices such asuser input devices including peripheral input devices (e.g., a keyboard,a mouse, a pen, a game controller, a voice input device, a touch inputdevice, a gestural input device, and the like) and/or output devicesincluding peripheral output devices (e.g., a display, a printer, audiospeakers, a haptic output, and the like). For simplicity, othercomponents are omitted from the illustrated device 106.

Device 106 can also include one or more network interfaces 122 to enablecommunications between computing device 106 and other networked devicessuch as customer computing device(s) 124 through which a customer cansubmit an input (e.g., selection of use case, answers to questions,feedback, etc.). Such network interface(s) 122 can include one or morenetwork interface controllers (NICs) or other types of transceiverdevices to send and receive communications over a network.

Customer computing device 124 can belong to a variety of categories orclasses of devices such as traditional server-type devices, desktopcomputer-type devices, mobile devices, special purpose-type devices,embedded-type devices, and/or wearable-type devices. Thus, althoughillustrated as a desktop computer, device 124 can include a diversevariety of device types and are not limited to a particular type ofdevice. Customer computing device 124 can include, but is not limitedto, a server computer or blade server such as a Web server, a map/reduceserver, or other computation engine, or network-attached-storage unit,laptop computer, thin client, terminal, or other mobile computer,personal data assistant (PDA), tablet computer or tablet hybridcomputer, smartphone, mobile phone, mobile phone-tablet hybrid device,or other telecommunication device, a portable or console-based gamingdevice or other entertainment device such as a network-enabledtelevision, a set-top box, a media player, or other computing deviceconfigured to participate in or carry out the generation and monitoringof a customized gamification system.

Customer computing device 124 can represent any type of computing devicehaving one or more processing unit(s) 126 operably connected tocomputer-readable media (CRM) 128 such as via a bus 130, which in someinstances can include one or more of a system bus, a data bus, anaddress bus, a PCI bus, a Mini-PCI bus, and any variety of local,peripheral, and/or independent buses.

Executable instructions stored on CRM 128 can include an operatingsystem 132 and other modules, programs, or applications that areloadable and executable by processing units(s) 126. Additionally oralternatively, the functionally described herein can be performed, atleast in part, by one or more hardware logic components such asaccelerators. For example, and without limitation, illustrative types ofhardware logic components that can be used include Field-programmableGate Arrays (FPGAs), Application-specific Integrated Circuits (ASICs),Application-specific Standard Products (ASSPs), System-on-a-chip systems(SOCs), Complex Programmable Logic Devices (CPLDs), etc. For example, anaccelerator can represent a hybrid device, such as one from XILINX orALTERA that includes a CPU course embedded in an FPGA fabric.

Customer computing device 124 also includes one or more I/O interfacesincluding one or more network interface 134 to enable communicationsbetween customer computing device 124 and other networked devices suchas devices 106 and user computing devices 138 over network(s) 104. Thenetwork interface 134 can include one or more network interfacecontrollers (NICs) or other types of transceiver devices to send andreceive communications over a network.

Customer computing device 124 also includes a user interface 136 toenable the device 124 to receive user input and communicate the input tothe device 106. Examples support the user interface 136 providing adisplay of a graphical user interface communicated from the device 106to the customer computing device 124, via network 104. In variousexamples, the user interface 136 can receive input from the customer,such as, for example, a response to a question generated by the adaptivewizard framework 116. Based at least in part on the input from thecustomer computing device 124, the adaptive wizard framework 116 candevelop a customized gamification system for implementation by thecustomer computing device 124.

Other devices involved in the gamification system development caninclude user computing devices 138(1)-138(K). User computing device(s)138 can belong to a variety of categories or classes of devices such astraditional consumer-type devices, desktop computer-type devices, mobiledevices, special purpose-type devices, embedded-type devices, and/orwearable-type devices. Thus, although illustrated as mobile computingdevices, which can have less computing resources than device(s) 106,consumer computing device(s) 138 can include a diverse variety of devicetypes and are not limited to any particular type of device. Consumercomputing device(s) 138 can include, but are not limited to, servercomputers or blade servers such as Web servers, map/reduce servers orother computation engines, network-attached-storage units, or desktopcomputer (e.g., 138(1)), laptop computers, thin clients, terminals, orother mobile computers, personal data assistants (PDAs), wearablecomputers such as smart watches or biometric or medical sensors,implanted computing devices such as biometric or medical sensors,computer navigation consumer computing devices, satellite-basednavigation system devices including global positioning system (GPS)devices and other satellite-based navigation system devices, tabletcomputers or tablet hybrid computers, smartphones, mobile phones, mobilephone-tablet hybrid devices, or other telecommunication devices (e.g.,138(2)), portable or console-based gaming devices or other entertainmentdevices such as network-enabled televisions, set-top boxes, mediaplayers, cameras, or personal video recorders (PVRs) (e.g., 126(K),represented graphically as a gaming console), automotive computers suchas vehicle control systems, or vehicle security systems, or integratedcomponents for inclusion in computing devices, appliances, or othercomputing devices configured to participate in or carry out objectdetection and classification optimization as described herein.

In various examples, the user computing device(s) 138 can be configuredto access and participate in the development of a customizedgamification system via network(s) 104. For example, the user computingdevice(s) 138 can access the customized gamification system via awebsite. Additionally or alternatively, the user computing device(s) 138can access the customized gamification system through an applicationand/or other program saved to a distributed computing resource, such asdistributed computing resources 102, the customer computing device(s)124 and/or the user computing device(s) 138. In various examples, thecustomer computing device 124, the user computing device(s) 138 and/orthe adaptive wizard framework 116 can monitor interactions and progressof the user computing device(s) 138 through the customized gamificationsystem. In some examples, the customer computing device 124 can sendprogress updates to the adaptive wizard framework 116 for the adaptivewizard to determine if an update to the customized gamification systemis necessary. Additionally or alternatively, the adaptive wizardframework 116 can monitor the user progress and interactions with thecustomized gamification system. The adaptive wizard framework 116 cancompare the observed user progress and interactions with the customergoals, and generate updates and/or modifications as necessary based onthe comparison.

FIG. 2 is a block diagram depicting an example computing device 200configured to use an adaptive wizard to generate and/or monitor acustomized gamification system. In some examples, computing device 200may be one computing device of a distributed computing resource, such asa device 106 from FIG. 1. In device(s) 200, processing unit(s) 202, caninclude processing unit(s) 108 and can represent, for example, aCPU-type processing unit, a GPU-type processing unit, afield-programmable gate array (FPGA), another class of digital signalprocessor (DSP), or other hardware logic components that can, in someinstances, be driven by a CPU. For example, and without limitation,illustrative types of hardware logic components that can be used includeApplication-Specific Integrated Circuits (ASICs), Application-SpecificStandard Products (ASSPs), System-on-a-chip systems (SOCs), ComplexProgrammable Logic Devices (CPLDs), etc.

In some examples, CRM 204 can represent CRM 110 and can storeinstructions executable by the processing unit(s) 202, which asdiscussed above, can represent a processing unit incorporated in device200. CRM 204 also stores instructions executable by external processingunits such as by an external CPU-type processing unit 206, an externalGPU-type processing unit 208, and/or executable by an externalaccelerator 210, such as an FPGA-type accelerator 210(1), a DSP-typeaccelerator 210(2), or any other accelerator 210(N). In various examplesat least one CPU-type processing unit, GPU-type processing unit, and/oraccelerator is incorporated in device 200, while in some examples one ormore of a CPU-type processing unit, GPU-type processing unit, and/oraccelerator is external to device 200.

In the illustrated example, CRM 204 also includes a data store 212. Insome examples, data store 212 includes data storage such as a database,data warehouse, or other type of structured or unstructured datastorage. In some examples, data store 212 includes a corpus and/or arelational database with one or more tables, indices, stored procedures,and so forth to enable data access such as web tables including one ormore of hypertext markup language (HTML) tables, resource descriptionframework (RDF) tables, web ontology language (OWL) tables, and/orextensible markup language (XML) tables, for example. Data store 212stores data and/or instructions for the operations of processes,applications, components, and/or modules stored in CRM 204 and/orexecuted by processing unit(s) 202. Alternately, some or all of theabove-referenced data and/or instructions can be stored on separatememories 214 on board one or more processing unit(s) 202 such as amemory on board a CPU-type processor, a GPU-type processor, an FPGA-typeaccelerator, a DSP-type accelerator, and/or another accelerator.

Device(s) 200 can further include one or more input/output (I/O)interfaces 216, which can be I/O interface 120 to allow device 200 tocommunicate with input/output devices such as user input devicesincluding peripheral input devices (e.g., a keyboard, a mouse, a pen, agame controller, a voice input device, a touch input device, a gesturalinput device, and the like) and/or output devices including peripheraloutput devices (e.g., a display, a printer, audio speakers, a hapticoutput, and the like). In addition, in device(s) 200, networkinterface(s) 218, which can be network interface(s) 122, can represent,for example, network interface controllers (NICs) or other types oftransceiver devices to send and receive communications over a network.

In the illustrated example, CRM 204 also includes an operating system220, which can be operating system 114. CRM 204 also includes anadaptive wizard framework 222, which can be adaptive wizard framework116, and user interface module 224, which can be user interface module118. The user interface module includes logic to program the processingunit 202 of the device 200 to receive and/or extract data from theadaptive wizard framework 116, and to display the extracted data on adisplay of a customer computing device, such as customer computingdevice 124. In various examples, the user interface module 224 canfurther include logic to program the processing unit 202 to receiveinput from the customer computing device, and send the input to arespective module and/or API of the adaptive wizard framework forprocessing.

The adaptive wizard framework 222 includes one or more modules and/orAPIs, which are illustrated as blocks 226, 228, 230, 232, 234, and 236although this is just an example, and the number can vary higher orlower. Functionality described associated with blocks 226, 228, 230,232, 234, and 236 can be combined to be performed by a fewer number ofmodules and/or APIs or it can be split and performed by a larger numberof modules and/or APIs. For example, block 226 can represent a scenariomodule with logic to program the processing unit 202 to send a list ofscenarios (e.g., use cases, etc.) and/or sub-scenarios to a customercomputing device, via the user interface. In various examples, thescenarios can include a set of broad use cases of a customer enterprise.In some examples, the scenarios can include a facet of the customerenterprise that involves user interaction. The scenarios can includecommunity participation, general participation, competition, redemptiveloyalty, tiered loyalty, software onboarding, trial conversion,lifestyle modification, medical and/or fitness adherence, educationand/or training, performance management, content consumption, eventparticipation, and the like.

In some examples, the sub-scenarios can include narrower descriptions ofthe particular scenario of the customer enterprise. For example, acommunity participation enterprise can be further refined to an internalcommunity, an external community or an external product advocacycommunity.

Additionally, the scenario module includes logic to the programprocessing unit 202 to extract the customer-selected scenario (e.g., aselection of a use case, etc.) and/or the sub-scenario from the userinterface module and provide it to the adaptive wizard framework 222 forprocessing. For example, a customer may select an employee trainingenterprise into a user interface in order to build a gamification systemdirected to improving the efficiency and effectiveness of employeetraining. In such an example, the scenario module may receive the inputof an education and/or training scenario, and provide that to theadaptive wizard framework.

Block 228 can represent a goal-defining module configured to determine aseries of one or more questions to present to the customer, via the userinterface module, in order to tune the design of the gamificationsystem. The series of questions can be selected by the goal-definingmodule based at least in part on the scenario and/or sub-scenarioreceived by the scenario module. The list of questions can include yesor no questions and/or fill-in-the-blank questions regarding thecustomer's scenario. In various examples, the series of questions caninclude broad and/or specific questions about the customer's scenario.For example, in a community participation scenario, the list ofquestions may include questions such as “how many people are in thecommunity?” and “how many people are regular content creators?”

In various examples, the goal-defining module can include logic toprogram the processing unit 202 to transmit the series of questions tothe customer via the user interface module. In such examples, thegoal-defining module includes logic to program processing unit 202 toextract response input to the series of questions from the userinterface module, and provide the response input to the adaptive wizardframework for processing. In some examples, one or more questions of theseries of questions can be generated heuristically, based on responseinput from one or more preceding questions. In such examples, the seriesof questions can be an iterative series of questions, developedreal-time, based on customer response input.

In various examples, the goal-defining module can receive the responseinput from the series of questions, and can determine one or morecustomer and/or customer enterprise goals (e.g., objectives) based onthe response input (e.g., answers to the questions). In some examples,the goal-defining module can determine a category (e.g., type) of thegamification system based on the response input. The one or morecustomer and/or customer enterprise goals, and/or the category can alsobe based on historical data of other gamification systems. Thehistorical data can be stored in the device 200, such as in data store212, and/or in an external storage device. Additionally, thegoal-defining module can determine a model for the customizedgamification system. In various examples, the model can be based on thecustomer responses to questions, the defined goals, the category, themonitored actions, and/or the historical data.

Block 230 can represent a feature module configured to determine one ormore features to provide in the model of the customized gamificationsystem. The one or more features can be based on the use case, a subsetof the use case, and/or the response input. The one or more features caninclude tracks (e.g., expertise tracks, affinity tracks, etc.), awards,levels, competitions, currencies (e.g., karma currency or good deedpoints, expertise currency, etc.), task lists, repeating task lists,career badges, data visualizations, collections, streaks, streams (e.g.,activity streams, personal streams, etc.), people following, contentfollowing, redemptions (e.g., points redemption, badge redemption,scheduled redemption, etc.), scheduled raffles, prompts, and the like.The one or more features can include a list of required, recommended,and/or optional features and/or sub-features for the customizedgamification system.

The feature module includes logic to the program processing unit 202 tosend the one or more features and/or sub-features to the customercomputing device via the user interface module. Additionally, thefeature module includes logic to program the processing unit 202 toextract selected features and/or sub-features from the user interfacemodule and provide the selected features and/or sub-features to theadaptive wizard framework for processing. For example, the featuremodule can recommend that the customized gamification system include aprogressive levels system (e.g., various levels of achievement) for auser to accomplish in order to encourage participation. In such anexample, feature module can cause for display a user interface for thecustomer to select, rename and/or modify various levels. For example,the feature module can display Novice, Student, Citizen, Veteran andChampion levels with corresponding point thresholds of 5, 20, 50, 200and 300 points. The customer can modify the levels, such as by renamingthe level or changing the point threshold needed to achieve each level.The adaptive wizard framework can save the customer selection of levels,and implement the levels in the customized gamification system.

Block 232 can represent a visualization module with logic to programprocessing unit 202 to discover visualizations for the customizedgamification system. In various examples, the visualizations can bestored in the data store 212, and/or in another data store located in orcoupled to the device 200. For example, the visualizations may be storedin an external data store coupled to the device. For another example,the visualizations may be stored in a remote location, and accessible bythe visualization module via the network interface(s) 218.

In various examples, the visualization module can select one or moredefault visualizations for the customized gamification system. In someexamples, the visualization module can receive custom visualizations forthe customized gamification system. The custom visualizations can beprovided by the customer and/or another external source. In someexamples, the customer can request custom visualizations from theadaptive wizard framework. In such examples, the customer can provideone or more features of the custom visualizations, and the visualizationmodule can create the custom visualizations.

Block 234 can represent an analytics report module. In various examples,the analytics report module can generate scenario-appropriate analyticsreports based in part on the goal and/or the scenario. The analyticsreports can include data with regard to the scenario, sub-scenario,goal, and other information determined throughout the gamificationsystem generation process. In some examples, the analytics reports canbe stored in a memory of the device 200, such as in data store 212. Insuch examples, the analytics reports can be accessed by the adaptivewizard for generating subsequent gamification systems. Additionally oralternatively, the analytics reports can be provided to the customer viathe user interface and/or another method of communicating information tothe customer.

Block 236 can represent a building module configured to receive inputfrom one or more of blocks 226, 228, 230, 232 and 234, and buildcustomized gamification system for the customer. In various examples,the building module can include logic to program the processing unit 202of device 200 to send the customized gamification system to thecustomer. In various examples, the customized gamification system can besent to a designated website and/or URL of the customer. In suchexamples, the adaptive wizard framework may receive the designatedwebsite and/or URL from the customer. The customized gamification systemcan thus be implemented by the customer to recognize and award desiredbehavior patterns and boost engagement in order to achieve the one ormore goals of the customer.

Block 238 can represent a monitoring module with logic to program theprocessing unit 202 for extraction of progress data from the customizedgamification system (e.g., training completed, levels achieved, and anyother statistics relevant to the achievement of one or more customergoals). In some examples, the progress data may be stored on computingdevice 200, such as, for example, in data store 212. In some examples,the progress data can be extracted or received from a remote computingdevice, such as via the network interface 218, and stored in data store212.

In various examples, the monitoring module can monitor the progressdata, and determine that an update to the customized gamification systemmay be necessary. The determination can be based on a failure of thecustomized gamification system to achieve one or more of the customer'sgoals. In various examples, the monitoring module can monitor progressdata of gamification systems in a use case. In such examples, themonitoring system can process the progress data of gamification systemsacross the use case, and identify areas of potential improvement. Basedon an identification of an area of potential improvement, the monitoringmodule can update the gamification systems across the use case, toimprove goal achievement for the customer.

In some examples, the monitoring module can update the customizedgamification system periodically, such as, for example, at a specifiedtime each week. In such examples, the customized gamification system maybe periodically updated in order to optimize the gamification system forthe customer. In some examples, the periodic interval can be determinedby a program manager (e.g., monthly, weekly, daily). In some examples,the monitoring module can obtain or access data when manually directedby the program manager.

The functionality of modules can be combined to generate a gamificationsystem. By way of example, and not limitation, the modules can becombined as shown in Table 1:

TABLE 1 Define the customer goal     Increase a number and quality ofknowledge base articles on     community software platform Add customergoal to analytics report Determine who creates the knowledge basearticles     White collar salaried employees Determine a scenario    Scenario: community Determine a sub-scenario     Sub-scenario:content creator Generate one or more features for the scenario    Suggested features: career badges, expertise tracks, site activity    stream, player stream, content following     Optional features:people following, levels, competitions Determine a community platform touse for the gamification system     Automate input of behavior events    Receive answers to questions     Tune underlying algorithms of thefeatures      Content rating system(s) combined as an input to expertise     tracks.      Lack of any content rating system will substitutealternate      content metrics (views, shares, bookmarks).     Questions about number of users and percentage of users are     content creators used to divide community by persona types.     Questions about content creation used to set content-creation     goals for the content creator persona type.      Set defaultvisualizations for features. Generate a career showcase visualization    Career badges, expertise tracks list, expertise status badges and    in-line expertise badges for expertise tracks, scrolling event lists    for activity streams, notifications inbox, pop-up notifications for    content following and people following, etc.

Alternatively, some or all of the above-referenced data can be stored onseparate memories 240, such as memory 240(1) on board a CPU-typeprocessing unit 206, memory 240(2) on board a GPU-type processing unit208, memory 240(3) on board an FPGA-type accelerator 210(1), memory240(4) on board a DSP-type accelerator 210(2), and/or memory 240(M) onboard another accelerator 210(N).

Bus 242, which can be bus 112, and which in some instances can includeone or more of a system bus, a data bus, an address bus, a PCI bus, aMini-PCI bus, and any variety of local, peripheral, and/or independentbuses, can operably connect CRM 204 to processing unit(s) 202.

FIG. 3 is a block diagram depicting an example adaptive wizard framework300 of a computing device configured to generate a gamification system.In various examples, the scenario module 302, such as described at block226, can include a scenario selection component 304 and/or a scenariomonitoring component 306. The scenario module 302 can be configured todetermine a general enterprise to which the gamification system isdirected.

In various examples, the scenario selection component 304 may cause adisplay of, e.g., via a user interface module, a list of one or morescenarios (e.g., use cases) in which a customer may want to encourageparticular user behaviors. The scenarios includes a broad description ofa field and/or enterprise in which the customer operates, such as, forexample, community participation, participation in general,education/training, performance management, content consumption, anevent, or other over-arching scenario in which the customer operates. Inthe illustrative example, the scenario selection component 304 includesfour scenarios, e.g., scenarios A-D. In other examples, the scenarioselection 304 can include a greater or lesser number of scenarios.

In various examples, the scenario selection component 304 can receive ascenario selection input, such as scenario A of scenarios A-D. In someexamples, based on the selection of the scenario, the scenario selectioncomponent 304 can display one or more sub-scenarios on the userinterface, in order to narrow the particular use case of the customerenterprise. In such examples, the scenario selection component 304 canbe configured to receive and process a sub-selection input. For example,a scenario selection component 304 may receive input indicating that acustomer enterprise includes a community participation initiative.Responsive to the input, the scenario selection component 304 maydisplay sub-scenarios for selection via the user interface, such as, forexample, internal community, external community, and external productadvocacy, to further narrow a focus of the gamification system.

In various examples, the scenario selection component 304 can provideexplanatory information regarding the scenarios and/or thesub-scenarios. As will be discussed in further detail with regard toFIG. 4, the explanatory information can be provided upon selection of ascenario and/or a sub-scenario and/or a link, such as, for example, amouse-over or clickable information link on the user interface. Theexplanatory information can include details and/or a focus of aparticular scenario and/or the corresponding sub-scenarios. For example,based on an input selection of a community participation scenario, thescenario selection component 304 can provide a description of thecommunity participation scenario, e.g., the community participationscenario is an effective solution to encourage users to contribute toonline communities and improve the quality of conversations andinteractions.

In some examples, the scenario module 302 can include a scenariomonitoring component 306 to monitor actions on a customer website. Theactions include user actions and/or customer actions, such as on awebsite of the customer. The scenario monitoring component 306 processesthe monitored actions, and determines a scenario of the customerenterprise to encourage user behaviors. For example, a customer websitemay include community participation and training. The communityparticipation, such as the number of views, articles shared, blogentries, etc. may be significant, however the participators may lagbehind in meeting training objectives. Thus, the scenario monitoringcomponent 306 may recognize that the scenario that needs improvement isthe education/training scenario.

In various examples, the adaptive wizard framework 300 can include agoal-defining module 308. The goal-defining module can be configured todetermine one or more goals (e.g., objectives) of the customer in thescenario and/or customer enterprise. The one or more goals can be basedon particular user behaviors and/or behavior patterns associated withthe customer enterprise (e.g., increase in participation, reviewed blogposts, training completed, amount of content consumed, etc.). In someexamples, the goal-defining module can determine a category (e.g., type)of the gamification system based on the response input.

The goal-defining module 308 can include a questionnaire component 310.The questionnaire component 310 can be configured to receive scenarioand/or sub-scenario input from the scenario module 302. In theillustrative example, the questionnaire component 310 receives scenarioA and corresponding sub-scenario input from the scenario selectioncomponent 304 of the scenario module 302. Additionally or alternatively,the questionnaire component 310 can receive scenario and/or sub-scenarioinput from the scenario monitoring component 306 of the scenario module302.

In various examples, the questionnaire component 310 can process thescenario and/or sub-scenario input, and determine a list of questions topresent to the customer via the user interface. In such examples, thelist of questions is determined based on historical data associated withthe scenario and/or the sub-scenario. In various examples, thequestionnaire component 310 can use historical data to answer somequestions and develop other questions. For example, in a particularcommunity scenario, the historical data may include information on howmany people participate in the particular community. Thus, thequestionnaire component 310 would may skip the question of how manypeople, and may proceed to ask how many people are active in theparticular community. In some examples, the list of questions caninclude broad and/or narrow questions directed to the customerenterprise. For example, in a community participation scenario, thequestions may be directed to the number of participants in thecommunity, the number of active participants in the community, a numberof posts, etc.

In some examples, the questionnaire component 310 can process thescenario and/or the sub-scenario input, and generate a series ofquestions, each of the series of questions based in part on the answerto the preceding questions. The questions in the series of questions caninclude broad and/or narrow questions. In some examples, the firstquestion can be broad, and the subsequent questions can be progressivelynarrower.

For example, as illustrated in FIG. 3, the questionnaire component 310processes the scenario A and corresponding sub-scenario input, andgenerates a first question (Q₁) to present to the customer via the userinterface. The first question (Q₁) can include a broad questionregarding the scenario and/or the sub-scenario with respect to thecustomer's operations. The questionnaire component 310 receives ananswer (A₁), and generates a second, narrower question (Q₂) to presentto the customer. Responsive to receiving a second answer (A₂), thequestionnaire component 310 generates a third question (Q₃). In theillustrative example, the questionnaire component 310 receives the thirdanswer (A₃), and determines that a sufficient amount of information hasbeen received to determine a customer goal. In other examples, a greateror lesser number of answers may be necessary to determine a customergoal.

In various examples, the questionnaire component 310 can process andsend the response inputs to the goal component 312. The goal component312 processes the response inputs and determines the one or more goals(e.g., objectives) of the customer with respect to the customerenterprise. The one or more goals can be based on particular userbehaviors and/or behavior patterns associated with the customerenterprise (e.g., increase in participation, reviewed blog posts,training completed, amount of content consumed, etc.). Additionally oralternatively, the goal component 312 can determine a category and/or anappropriate model for the customized gamification system to achievecustomer's objectives. In some examples, category and/or the appropriatemodel for the customized gamification system can be determined based onthe one or more defined goals. In various examples, the goal 312 canapply one or more algorithms to the response inputs and/or the one ormore defined goals to determine the appropriate model for the customizedgamification system. In some examples, the category and/or appropriatemodel for the customized gamification system can be determined based onhistorical data stored in data store internal and/or external to theadaptive wizard framework 300. For example, the historical data mayinclude a plurality of successful gamification systems and thecorresponding details (e.g., scenario, sub-scenario, answers toscenario-based questions, category, model, etc.). The adaptive wizardmay input a particular scenario with corresponding answers toscenario-based questions, and determine, based on the historical data,which category and/or model fits the particular scenario.

Additionally or alternatively, the goal component 312 can receive inputfrom a goal monitoring component 314 to identify the one or more goalsof the customer and/or customer enterprise and/or the appropriate modelfor the customized gamification system. The goal monitoring component314 monitors actions on a customer website. The actions include useractions and/or customer actions. The goal monitoring component 314processes the monitored actions and recognizes an area which could beimproved in the customer enterprise. In various examples, the goalmonitoring component 314 can define one or more customer goals based onthe recognized area for improvement. In some examples, the goalmonitoring component 314 can send the processed data and identified areafor improvement to the goal component 312. In such examples, the goalcomponent 312 can determine a customer and/or customer enterprise goalbased on the monitored data. For example, a goal monitoring component314 may monitor an employee training web site and/or training program.The goal monitoring component 314 may recognize a decrease in employeeparticipation at a certain point in an employee training program. Thegoal monitoring component 314 may process that information and send itto the goal component 312 to identify a goal of encouragingparticipation in training program at the point in which it decreases.Additionally, the goal component 312 can identify a category and/or anappropriate model for the customized gamification system to increaseparticipation in the customer enterprise.

In various examples, the goal component 312 can send goal, the categoryand/or the model information to the feature module 316. The featuremodule 316 may receive the information and determine one or morefeatures for the model to assist in achieving the defined goals, thecategory and/or the model. The feature module 316 can identify requiredfeatures 318, recommended features 320, and/or optional features 322.The feature module 316 can cause the display of the required features318, the recommended features 320 and/or the optional features 322 on acustomer computing device via the user interface. In the illustrativeexample, the feature module identifies three required features 318,three recommended features 320 and three optional features 322. In otherexamples, the respective required features 318, recommended features 320and/or optional features 322 can include more or less features toinclude in the customized gamification system.

In various examples, the required features 318, the recommended features320, and/or the optional features 322 can include options to configurethe respective features via the user interface. For example, arecommended feature of levels may include five levels, each with animage associated with it. The recommended features 320 may provide meansby which a customer can choose the images associated with each level. Insome examples, the required features 318, the recommended features 320,and/or the optional features 322 can include options to select and/orconfigure sub-features of the respective features. For example, anexpertise track required feature may include a design sub-feature, atechnical sub-feature, and a content sub-feature, to indicate threetracks in which the model may track performance.

In some examples, the recommended features 320, and/or the optionalfeatures 322 can include an option to de-select the respective features.The option to de-select respective features can include an on/offtoggle, a delete button, or other way to indicate, via the userinterface, that the respective feature will not be incorporated into themodel of the customized gamification system.

In some examples, the required features 318, the recommended features320, and/or the optional features 322 can include an option to viewexplanatory information regarding the respective feature. In suchexamples, the explanatory information may be viewable via a link on theuser interface, such as, for example, a mouse-over or clickableinformation link on the user interface. The explanatory information caninclude details and/or benefits of the respective feature.

The required features 318 are features of the model that are deemednecessary to achieving the customer's goals. For example, in a communityscenario with a defined goal of user participation, expertise tracks maybe identified as a required feature to encourage participation. Invarious examples, the feature module 316 may determine that certainfeatures are required features 318 based on historical data stored indata store internal and/or external to the adaptive wizard framework300. For example, historical data may indicate a high goal achievementrate in an internal community to increase participation by includingexpertise tracks. Based on the goal achievement rate of previous models,the feature module 316 may determine that the expertise tracks featureis a required feature 318. For another example, historical data mayindicate a 15% increase in participation in a similar models includingthe expertise tracks feature. Based on the increased participation inother similar models, the feature module 316 may determine that theexpertise tracks feature is required. For another example, the adaptivewizard monitors a current gamification system and recommends amodification to a feature based on monitored data. The monitored datacan show that the gamification system has an increase to 90% questionresolution, but only an increase of 20% more knowledge articles created.Based on the monitored data, the feature module can rebalance expertisetracks of the gamification system to favor creating articles.

The recommended features 320 are features of the model that are notrequired, but are recommended to the customer to assist in goalachievement. Because the recommended features 320 are not required, oneor more of the recommended features 320 and/or sub-features thereof canbe de-selected, such as, for example, via the on/off toggle. In variousexamples, the feature module 316 may determine that certain features arerecommended based on historical data. For example, historical data mayindicate a moderate goal achievement rate in an internal community toincrease participation by including levels of participation. Based onthe goal achievement rate of previous models, the feature module 316 maydetermine that the levels of participation feature is a recommendedfeature 320. For another example, historical data may indicate a 10%increase in participation in a similar models including the levels ofparticipation feature. Based on the increased participation in othersimilar models, the feature module 316 may determine that the levels ofparticipation feature is recommended.

The optional features 322 are features of the model that are notrequired or recommended, but may be desirable options to the customer.In some examples, the optional features 322 can be features that mayassist in goal achievement. In some examples, the optional features 322can be subjectively pleasing. Because the recommended features 320 arenot required, one or more of the recommended features 320 and/orsub-features thereof can be de-selected, such as, for example, via theon/off toggle. In various examples, the feature module 316 may determinethat certain features are optional based on historical data. Forexample, historical data may indicate a 5% increase in participation ina similar models including tutorial awards feature. Based on theincreased participation in other similar models, the feature module 316may determine that the tutorial awards feature is optional.

In various examples, the adaptive wizard framework 300 can include avisualization module 324. The visualization module 324 receives inputsof the required features 318, and selected recommended features 320and/or optional features 322. The visualization module 324 processes theinputs from the feature module 316, and provides one or morevisualizations for the customized gamification system. In variousexamples, the one or more visualizations can be based on and/or relatedto the required features 318, the selected recommended features 320,and/or the selected optional features 322. For example, thevisualization module 324 may generate and display a visualization for aleaderboard in a community participation scenario in which a competitionfeature is selected. In some examples, the one or more visualizationscan include other visual features of the gamification system, such as aheader, a footer, a showcase, margins, colors, fonts, and the like.

In various examples, the one or more visualizations can be selectablevia the user interface, such as, for example, via a select or addbutton, or by providing the code to copy and paste the visualizationsonto a website. In some examples, the one or more visualizations can beautomatically selected by the adaptive wizard framework 300 via thevisualization module 324. In such examples, the one or morevisualizations can be included in the customized gamification system.

In some examples, the adaptive wizard framework can include a buildingmodule 326. The building module 326 can receive input from the scenariomodule, the goal-defining module 308, the feature module 316, and/or thevisualization module 324. In various examples, the building module 326can process the inputs, and build a customized gamification system forthe customer. The customized gamification system can be built and/ordesigned to achieve one or more goals of the customer and/or thecustomer enterprise with regard to user behavior patterns.

In various examples, the building module 326 can send the customizedgamification system to the customer. The customized gamification systemcan be sent to the customer via a designated website and/or URL of thecustomer, via one or more memories (e.g., a computer readable storagedevice), and/or other means of providing a gamification system to acustomer. In some examples, the designated website and/or URL can beprovided by the customer, such as via the user interface. For example,the customized gamification system can be published on a website of theuser. The customized gamification system can thus be implemented by thecustomer to recognize and award desired behavior patterns and boostengagement in order to achieve the one or more goals of the customer.

Example Interfaces

FIG. 4 illustrates an example scenario selection interface 400 of anadaptive wizard for use in generating a gamification system. Thescenario selection interface 400 includes a selection component in whicha scenario 402 can be selected. The selection component provides a meansby which the adaptive wizard can receive a scenario (e.g., use case) fora focus of the gamification system. The scenario 402 can includecommunity participation (e.g., encourage participation in andcontributions to online communities to improve the quality ofconversations and interactions), education/training (e.g., encouragestudying and progressing through an educational program), performancemanagement (e.g., encourage increased performance), content consumption(e.g., encouraging an increase in the amount of content consumed overtime), an event (e.g., encourage behaviors with respect to a one-timeevent) and the like.

In various examples, the scenario selection interface 400 can include asub-scenario 404. In such examples, the sub-scenario 404 can be used bythe adaptive wizard to tune the design of the gamification system.Additionally, the sub-scenario 404 can be used by the adaptive wizard togenerate a series of questions for further tuning of the design of thegamification system. In the illustrative example, the scenario 402includes three sub-scenarios. In some examples, the scenario 402 caninclude a greater or lesser number of sub-scenarios.

By way of example and not limitation, a community participation scenario402 can include an internal community sub-scenario 404(1), an externalcommunity sub-scenario 404(2), and an external product advocacysub-scenario 404(3). The sub-scenarios 404 can include options 406 fornarrowing a focus of the use case. In the illustrative example, theinternal community subset 404(1) includes a content creator option406(1), selectable to focus on encouraging users to behave a certainway. For example, the content creator option 406(1) may encourage usersto create content, share articles, blog, generate ideas, and share bestpractices. In some examples, the content creator option 406 may beselected for a customer operating an internal company community. Asshown in FIG. 4, the external community sub-scenario 404(2) includesforum options 406(2) (e.g., a forum conversation starter and a forumexpert), and the external product advocacy sub-scenario 404(3) includesproduct options 406(3) (e.g., a conversation starter and a productexpert). In other examples, the sub-scenario may include a greater orlesser number of options.

In some examples, the options 406 can include an informational link 408to provide explanatory information about a particular option. In otherexamples, the explanatory information can be presented upon selection ofthe scenario 402, the sub-scenario 404, and/or the option 406. Invarious examples, the selection can be a mouse-over, clickable event,and/or any other means of selection on a user interface. The explanatoryinformation can include details and/or a focus of a particular scenarioand/or the corresponding sub-scenarios. In the illustrative example,based on a selection of the informational link 408, a content box 410 ispresented on the scenario selection interface 400. The content box 410provides details regarding the content creator option 406(1) of theinternal community sub-scenario 404(1), e.g., the content creator focusis on encouraging users to create content, blogs, documentation, ideas,best practices, etc. in an internal company community.

In various examples, the scenario selection interface 400 can include aprogression selection 412. The progression selection 412 saves theselected scenario 402, sub-scenario 404 and/or the option 406 to anadaptive wizard framework, such as adaptive wizard framework 300.Additionally, the progression selection 412 progresses the customer to anext interface to continue to build the customized gamification system.In the illustrative example, the progression selection 412 includes a“Continue” selection. In other examples, the progression selection 412can include a “Next” selection, a “Forward” selection, or otherindication of moving to a subsequent interface of the adaptive wizard.

In some examples, the scenario selection interface 400 can include aregression selection. The regression selection can allow a user to goback to a previous interface. In various examples, the regressionselection can save the selected data on the scenario selection interface400 prior to regressing to a previous interface. The regressionselection can include a “Back” selection, a “Previous” selection, orother indication of moving to a preceding interface of the adaptivewizard.

FIG. 5 is an example content creator questionnaire interface 500 of anadaptive wizard for use in generating a gamification system. The contentcreator questionnaire interface 500 is used by the adaptive wizardframework to determine a customer and/or customer enterprise goal, arequired gamification system feature, recommended and/or optionalgamification system features, and/or gamification system visualizations.

In various examples, the adaptive wizard can process the inputs from ascenario selection interface, such as scenario selection interface 400,and can determine one or more questions to present to a customer.Additionally or alternatively, the adaptive wizard can monitor customerand/or user behavior on a customer website via a network, and determinethe one or more questions to present to a customer via the contentcreator questionnaire interface 500.

In various examples, the content creator questionnaire interface 500 caninclude an input area 502. The input area 502 can include questions 504and answer blocks 506. The questions 504 can include broad and/or narrowquestions. The answer blocks 506 can include yes or no answer blocks,such as answer block 504(1), multiple choice answer blocks, and/orfill-in answer blocks, such as answer block 506(3).

In some examples, the input area 502 can include a series of questions504. In such an example, a first question 504(1) may be displayed in theinput area 502. The first question 504(1) can be a broad questionregarding the general scenario selected in a scenario selectioninterface. Based at least in part on an answer to the question 504(1)provided in answer block 506(1), the content creator questionnaireinterface 500 can present a second question 504(2). In some examples,the second question 504(2) can be narrower in scope than the firstquestion 504(1). Thus, the series of questions 504 can be an iterativeseries of questions used to determine one or more goals of the customerand/or the customer enterprise and/or to tune the gamification system(e.g., determine the appropriate category and/or model).

In some examples, the input area can include a list of questions 504,and answer blocks 506. In such examples, the content creatorquestionnaire interface 500 can present the list of questions 504 andthe answer blocks 506. Based on the answers provided in the answerblocks 506, the adaptive wizard can determine one or more goals of thecustomer and/or the customer enterprise and/or tune the gamificationsystem.

In various examples, the content creator questionnaire interface 500 caninclude a progression selection 508. The progression selection 508 savesthe answers provided in answer blocks 506 to an adaptive wizardframework, such as adaptive wizard framework 300. Additionally, theprogression selection 508 progresses the adaptive wizard to a nextinterface to continue to build the gamification system. In theillustrative example, the progression selection 508 includes a“Continue” selection. In other examples, the progression selection 508can include a “Next” selection, a “Forward” selection, or otherindication of moving to a subsequent interface of the adaptive wizard.

In some examples, the content creator questionnaire interface 500 caninclude a regression selection. The regression selection can allow auser to go back to a previous interface, such as to the scenarioselection interface 400. In various examples, the regression selectioncan save the selected data on the content creator questionnaireinterface 500 prior to regressing to a previous interface. Theregression selection can include a “Back” selection, a “Previous”selection, or other indication of moving to a preceding interface of theadaptive wizard.

FIG. 6 is an example feature selection interface 600 of an adaptivewizard for use in generating a gamification system. In various examples,the feature selection interface 600 can include one or more features602. As described above with respect to FIG. 3, the one or more features602 can include required features, recommended features, and/or optionalfeatures.

The required features are the features of the model that are deemednecessary in achieving the customer's goals. The illustrative exampleincludes a community scenario with a defined goal of user participation.As such, the adaptive wizard determines that an expertise tracks feature602(1) is a required feature to encourage participation. In someexamples, the feature selection interface 600 can include a greater orlesser number of required features.

In various examples, the adaptive wizard may determine that certainfeatures are required features based on historical data stored in datastore internal and/or external to an adaptive wizard framework, such asadaptive wizard framework 300. For example, historical data may indicatea high goal achievement rate in an internal community to increaseparticipation by including expertise tracks. Based on the goalachievement rate of previous models, the adaptive wizard may determinethat the expertise tracks feature 602(1) is a required feature. Foranother example, historical data may indicate a 15% increase inparticipation in a similar models including the expertise tracks feature602(1). Based on the increased participation in other similar models,the adaptive wizard may determine that the expertise tracks feature602(1) is a required feature.

The recommended features are features of the model that are notrequired, but are recommended to the customer to assist in goalachievement. In the illustrative example, a career rewards feature602(2), a levels feature 602(3), and a tutorial rewards feature 602(4)are recommended features. In some examples, the feature selectioninterface 600 can include additional and/or different recommendedfeatures, as determined by the adaptive wizard. Thus, the featureselection interface 600 can include a greater or lesser number ofrecommended features. Because the recommended features are not required,one or more of the recommended features and/or sub-features thereof canbe de-selected, such as, for example, via the on/off toggle 604.

In various examples, the adaptive wizard may determine that certainfeatures are recommended based on historical data. For example,historical data may indicate a moderate goal achievement rate in aninternal community to increase participation by including levels ofparticipation. Based on the goal achievement rate of previous models,the adaptive wizard may determine that the levels of participationfeature is a recommended feature. For another example, historical datamay indicate a 10% increase in participation in a similar modelsincluding the levels of participation feature. Based on the increasedparticipation in other similar models, the adaptive wizard may determinethat the levels of participation feature is recommended.

The optional features are features of the model that are not required orrecommended, but may be desirable options to the customer forimplementation. In various examples, the optional features can befeatures that may assist in customer goal achievement. In some examples,the optional features can be aesthetically pleasing. Because therecommended features are not required, one or more of the recommendedfeatures and/or sub-features thereof can be de-selected, such as, forexample, via the on/off toggle 604. In various examples, the adaptivewizard may determine that certain features are optional based onhistorical data. For example, historical data may indicate a 5% increasein participation in a similar models including tutorial rewards feature.Based on the increased participation in other similar models, theadaptive wizard may determine that the tutorial rewards feature isoptional.

In various examples, the features can include sub-features 606 toconfigure the respective features via the user interface. Thesub-features 606 can provide a means by which the adaptive wizard cantune the feature of the gamification system. In various examples, thesub-features 606 can include aspects of the feature. For example, thesub-features of the levels feature 602(3) can include a list of thevarious different levels, such as novice, lurker, student, citizen,veteran, champion, sage, and the like. In the illustrative example, thesub-features 606 include areas of expertise in the community. Asillustrated, the areas of expertise in the community can include adesign sub-feature 606(3), a technical sub-feature 606(3), and a contentsub-feature 606(3). In some examples, the feature 602 can include agreater or lesser number of sub-features 606. In such examples, thesub-features 606 can be added by selecting an add selection 610 and/ordeleted by selecting a delete icon 610. In various examples, thesub-features 606 can be configurable and/or edited. In the illustrativeexample, the sub-features 606 can be configured and/or edited byselecting an edit icon 612.

In various examples, the feature 602 and/or the sub-features 606 caninclude explanatory information regarding the respective feature and/orsub-feature via an information icon 614. The information icon 614 can beselectable, such as by a mouse-over or clickable link. The explanatoryinformation can include details and/or benefits of the respectivefeature 602 and/or sub-feature 606.

Additionally, the features 602 can include a warning icon 616. Thewarning icon 616 can indicate that there are errors in the configurationof the feature. For example, the warning icon 616 may be presentedbefore a track is configured in the required expertise tracks feature602(1). In some examples, the warning icon 616 may be presented on afeature 602 that is toggled on via the on/off toggle 604, but has notyet been verified and/or configured. In various examples, the warningicon 616 can disappear when the track is verified and/or configured.

In various examples, the features 602 can include an expansion selection618. The expansion selection may provide a means by which the details ofthe feature 602, such as the sub-features 606 can be hidden and/ordisplayed. In the illustrative example, the sub-features 606(1)-606(3)are displayed, and may be hidden by selection of the expansion selection618(1). For another example, the details of the career rewards feature602(2) are not displayed. In such an example, the details and/orsub-features 606 of the career rewards feature 602(2) can be displayedby selecting the corresponding expansion selection 618(2).

In various examples, the feature selection interface 600 can include aprogression selection 620. The progression selection 620 saves theselected features of the one or more features 602 to an adaptive wizardframework, such as adaptive wizard framework 300. Additionally, theprogression selection 620 progresses the adaptive wizard to a nextinterface to continue to build the gamification system. In theillustrative example, the progression selection 620 includes a“Continue” selection. In other examples, the progression selection 620can include a “Next” selection, a “Forward” selection, or otherindication of moving to a subsequent interface of the adaptive wizard.

In some examples, the feature selection interface 600 can include aregression selection. The regression selection can allow a user to goback to a previous interface, such as to the content creatorquestionnaire interface 500. In various examples, the regressionselection can save the selected data on the feature selection interface600 prior to regressing to a previous interface. The regressionselection can include a “Back” selection, a “Previous” selection, orother indication of moving to a preceding interface of the adaptivewizard.

FIG. 7 is an example feature selection interface 700 of an adaptivewizard for use in generating a gamification system, similar to thatdepicted in FIG. 6, with an expertise track feature 702 beingconfigured.

As discussed above with regard to FIG. 6, the expertise track feature702, such as expertise track feature 602(1) can be configurable. Invarious examples, the expertise track feature 702 can be configured viaan expertise track configure icon. In some examples, the sub-features704 can be individually configurable, such as via an edit icon 706.

In various examples, the feature selection interface 700 can display anediting box 708. The editing box 708 can include one or more input boxes710. The input boxes 710 can include fill-in boxes, menus (e.g.,displayed and/or drop-down), and the like. In the illustrative example,the user input boxes include a name selection box, a topic selectionbox, and an icon selection box. In various examples, editing box 708 caninclude a greater or fewer number of input boxes 710.

FIG. 8 is an example feature selection interface of an adaptive wizardfor use in generating a gamification system, similar to those depictedin FIGS. 6 and 7, with a career rewards feature 702 being configured. Invarious examples, the career rewards feature 802, such as career rewardsfeature 602(2) can be configured upon selection of an edit icon. In someexamples, the career rewards feature 702 can be configured by toggling acareer rewards on/off toggle to an on position.

In the illustrative example, the career reward feature 702 includes thecareer reward sub-features thinker, big thinker, good citizen and pillarof the community. Other examples may include the illustrated careerreward sub-features and/or other career reward sub-features, such asscribbler, author, brilliant point, best seller, conversation starter,and investigator.

In various examples, the feature selection interface 800 can display anediting box 804 for the career rewards feature 802. The editing box 804can include names of the career rewards sub-features 806, on/off toggles808, and images 810. In various examples, the career reward sub-features806 can individually be de-selected by toggling the respective on/offtoggle 808 to an off position. In some examples, the image 810corresponding to an individual career reward sub-feature 806 can beedited, such as by the change image selection 812.

Additionally, the editing box 804 can include an edit selection 814 forthe career reward sub-features 806. The edit selection 814 can toprovide an interface to edit the respective career reward sub-feature806. In the illustrative example, the pillar of the community careerreward sub-feature 806 is selected, and an edit career reward box 816 isdisplayed. In the illustrative examples, the edit career reward box 816includes three editable aspects 818 of the sub-feature 806 (e.g., aname, a hint and a result). In some examples, the edit career reward box816 can include a greater or lesser number of editable aspects 818 ofthe sub-feature 806.

FIG. 9 is an example feature selection interface 900 of an adaptivewizard for use in generating a gamification system, similar to thosedepicted in FIGS. 6-8, with a levels feature 902 being configured. Invarious examples, the levels feature 902, such as levels feature 602(3),can be configured upon selection of an edit icon. In some examples, thelevels feature can be configured by toggling a levels feature on/offtoggle to an on position.

In various examples, the feature selection interface 900 can display anediting box 904 for the levels feature 902. In the illustrative example,the editing box 904 includes level names 906, and corresponding images908. In other examples, the editing box 904 can include a greater orlesser number of aspects of the levels. In some examples, the image 908corresponding to level name 906 can be edited, such as by the changeimage icon 910.

Additionally, the editing box 904 can include an edit icon 912 for thelevel name 906. The edit icon 912 can provide an interface to editaspects of the respective level, such as the level name 906, a pointtotal associated with the respective level, and the like. In someexamples, the editing box 904 can also include an on/off toggle todisable one or more of the levels.

In various examples, the editing box 904 can include a confirmation icon914. The confirmation icon 914 can save any changes made to the level,and can include the verified and/or configured levels to thegamification system.

FIG. 10 is an example feature selection interface 1000 of an adaptivewizard for use in generating a gamification system, similar to thosedepicted in FIGS. 6-9, with a tutorial rewards feature 1002 beingconfigured. In various examples, the tutorial rewards feature 1002, suchas tutorial rewards feature 602(4), can be configured upon selection ofan edit icon. In some examples, the tutorial rewards feature 1002 can beconfigured by toggling a tutorial rewards feature on/off toggle 1004 toan on position.

In the illustrative example, the tutorial rewards feature 1002 includesthe tutorial rewards sub-features 1008 of first visit, join a group,first post, first vote, and start a conversation. Other examples mayinclude the illustrated sub-features and/or other tutorial rewardsub-features, such as, join a community/project, first reply, vote for apost, complete profile, add avatar, follow someone, follow thread, anduse search.

In various examples, the feature selection interface 1000 can display anediting box 1006 for the tutorial rewards feature 902. In theillustrative example, the editing box 1006 includes names of thetutorial reward sub-features 1008, sub-feature on/off toggles 1010, andsub-feature descriptions 1012. In other examples, the editing box 1006can include a greater or lesser number of aspects of the tutorial rewardsub-features.

In the illustrative example, the editing box 1006 includes a rename icon1014 for the tutorial reward sub-features 1008. The rename icon 1014provides an interface to edit the name of the respective tutorial rewardsub-feature 1008. Additionally or alternatively, the editing box caninclude an edit icon. The edit icon provides an interface to editaspects of the tutorial reward sub-features 1008, such as the name, thedescription, an image, and the like.

In various examples, the editing box 1006 can include a confirmationicon 1016. The confirmation icon 1016 can save any changes made to thetutorial reward sub-features 1008, and can include the verified and/orconfigured tutorial reward sub-features 1008 to the gamification system.

FIG. 11 is an example feature selection interface of an adaptive wizardfor use in generating a gamification system, similar to that depicted inFIGS. 6-10, with a competitions feature 1102 being configured. Invarious examples, the competitions feature 1102, such as competitionsfeature 602(5), can be configured upon selection of an edit icon. Insome examples, the competitions feature 1102 can be configured bytoggling a competitions feature on/off toggle 1104 to an on position.

In various examples, the competitions feature 1102 can be edited via anediting box 1106. As illustrated in FIG. 11, the editing box 1106 caninclude two editable competition sub-features, a type 1108 and atimeframe 1110. In other examples, the editing box 1106 can include agreater or fewer number of competition sub-features. The competitionsub-features can be edited by selecting from a menu and/or filling-invalues.

In some examples, the sub-features can be edited by selecting an editicon, and changing the sub-feature. In the illustrative example, thetype 1108 sub-feature can be edited by selecting from a drop-down menu1112. In such an example, the drop-down menu 1112 can be displayed uponselection of a menu arrow 1114. As show, drop-down menu 1112 can includea points, content quality, conversation starter, batman points, andsuperman points type of competition. In other examples, the drop-downmenu 1112 can include different and/or more or less types ofcompetitions to choose from. For example, the type 1108 sub-featuredrop-down menu 1112 can include votes, good ratings, startingdiscussions, each expertise track sub-feature category, and the like.

Additionally, the timeframe 1110 sub-feature can be edited by selectinga menu arrow, and selecting an option in a drop down menu. The timeframesub-feature can include options such as monthly, weekly, daily,quarterly, annually, and/or other time intervals.

FIG. 12 is an example visualization interface 1200 of an adaptive wizardfor use in selecting visualizations for a gamification system. Thevisualizations interface 1200 provides a means by which certainvisualizations can be selected for the customized gamification system.

In the illustrative example, the visualization interface 1200 includes aheader visualization 1202, a showcase 1204, and a leaderboard 1206. Insome examples, the visualization interface 1200 can include othervisualizations applicable to the customized gamification system. Invarious examples, the visualizations can provide visibility intomultiple features. For example, the showcase 1204 can include a coupleof unit currencies, a personal stream and career awards.

In various examples, the visualizations, such as the headervisualization 1202, the showcase visualization 1204, and the leaderboardvisualization 1206, can be selected for a customized gamification systemvia an add icon. Based on the selection via the add icon, the adaptivewizard can include the visualizations in the gamification system. Insome examples, the visualizations can be selected via a view code icon1208. Based on the selection via the view code icon 1208, a window ofcode may be presented on the user interface. The code in the window ofcode may be copied and pasted into the gamification system.

In the illustrative example, the header visualization 1202 includes anavatar, a leaderboard standing, a user name, icons, and points. In otherexamples, the header visualization 1202 can include greater or fewervisualizations of similar and/or different type.

The showcase visualization 1204 can include information about aparticular user, to include an avatar, a position (e.g., job titleand/or description), statistics (e.g., points earned, awards earned,etc.), recent activity, and/or awards earned. In various examples, theawards earned can include the respective award name, icon and/or anindication of the number earned.

The leaderboard visualization 1206 can be based on a point total (e.g.,highest point total is #1). Additionally or alternatively, theleaderboard visualization 1206 can be based on a total number of earnedawards. In the illustrative example, the leaderboard visualization 1206can include a ranking, an avatar, a user name, a level number and name,and a point total. In other examples, the leaderboard visualization 1206can include greater or fewer visualizations of similar and/or differenttype.

In various examples, the visualization interface 1200 can include aprogression selection 1210. The progression selection 1210 saves theselected visualizations to an adaptive wizard framework, such asadaptive wizard framework 300. Additionally, the progression selection1210 progresses the adaptive wizard to a next interface, for example toa gamification completion interface. In some examples, the progressionselection 1210 can progress the adaptive wizard to a completion phase,in which the gamification system is built and/or completed. In theillustrative example, the progression selection 1210 includes a“Continue” selection. In other examples, the progression selection 1210can include a “Next” selection, a “Forward” selection, a “Complete”selection, a “Build” selection, or other indication of moving to asubsequent phase of the adaptive wizard.

In some examples, the visualization interface 1200 can include aregression selection. The regression selection can allow a user to goback to a previous interface, such as to the feature selection interface600. In various examples, the regression selection can save data on thevisualization interface 1200 prior to regressing to a previousinterface. The regression selection can include a “Back” selection, a“Previous” selection, or other indication of moving to a precedinginterface of the adaptive wizard.

Illustrative Processes

FIGS. 13 and 14 are flow diagrams depicting example processes forgenerating a gamification system and monitoring the gamification system,respectively. The operations of the example process are illustrated inindividual blocks and summarized with reference to those blocks. Theprocesses are illustrated as logical flows of blocks, each block ofwhich can represent one or more operations that can be implemented inhardware, software, or a combination thereof. In the context ofsoftware, the operations represent computer-executable instructionsstored on one or more computer-readable media that, when executed by oneor more processors, enable the one or more processors to perform therecited operations. Generally, computer-executable instructions includeroutines, programs, objects, modules, components, data structures, andthe like that perform particular functions or implement particularabstract data types. The order in which the operations are described isnot intended to be construed as a limitation, and any number of thedescribed operations can be executed in any order, combined in anyorder, subdivided into multiple sub-operations, and/or executed inparallel to implement the described processes.

FIG. 13 is a flow diagram that illustrates a process flow 1300 ofgenerating a gamification system.

At block 1302, the adaptive wizard can determine a goal of the customerwith respect to a gamification system. In various examples, the goal canbe determined by receiving input responses to questions via a userinterface. The one or more goals can be based on particular userbehaviors and/or behavior patterns associated with the customerenterprise (e.g., increase in participation, reviewed blog posts,training completed, amount of content consumed, etc.).

In various examples, the adaptive wizard can generate one or morequestions based at least in part on the determined scenario. The one ormore questions can be broad and/or narrow. In some examples, the one ormore questions may be presented in a list form. In such examples, theone or more questions may be determined prior to presenting thequestions to the customer via a user interface. In some examples, theone or more questions may be determined iteratively. In such examples, afirst question may be presented to the customer via the user interface.Based at least in part on the input response to the first question, theadaptive wizard can determine a subsequent question. The adaptive wizardcan receive the input response from the questions, and determine a goalfor the customer and/or the customer enterprise. Additionally oralternatively, the adaptive wizard can determine a category (e.g., type)and/or a model for the gamification system.

Additionally or alternatively, the goal can be determined by monitoringactions on a customer website. The actions can include user actionsand/or customer actions. The adaptive wizard can process the monitoredactions and recognize an area which could be improved in the customerenterprise. In various examples, the adaptive wizard can define one ormore customer goals based on the recognized area for improvement. Forexample, the adaptive wizard may monitor an employee training websiteand/or training program. The adaptive wizard may recognize a decrease inemployee participation at a certain point in an employee trainingprogram. The adaptive wizard may process that information and identify agoal of encouraging participation in training program at the point inwhich it decreases.

At block 1304, an adaptive wizard determines a scenario for thecustomer. In various examples, the scenario may be determined based oncustomer input via a user interface. The scenarios can include a broaddescription of a field and/or enterprise in which the customer operates,such as, community participation, participation in general,education/training, performance management, content consumption, anevent, or other over-arching scenario in which the customer operates

In some examples, the scenario may be determined by monitoring one ormore actions by a customer and/or users associated with the customer viaa network interface. The actions can include user actions and/orcustomer actions. The adaptive wizard can process the monitored actions,and determine a scenario in which the customer may need to boostengagement. For example, a customer website may include communityparticipation and training. The community participation, such as thenumber of views, articles shared, blog entries, etc. may be significant,however the participators may lag behind in meeting training objectives.Thus, the adaptive wizard may recognize that the scenario that needsimprovement is the education/training scenario, and thus may determinethe scenario for the gamification system is education/training.

At block 1306, the adaptive wizard can determine a sub-scenario for thegamification system. In various examples, the sub-scenario for thegamification system can be based at least in part on the goal determinedat 1302 and/or the scenario determined at 1304.

At block 1308, the adaptive wizard can determine one or more featuresfor the model which may assist the customer in achieving the definedgoals. The adaptive wizard can identify required features, recommendedfeatures, and/or optional features. The required features can befeatures of the model that are deemed necessary to achieving thecustomer's goal. The recommended features can be features of the modelthat are not required, but are recommended to the customer to assist ingoal achievement. The optional features can be features of the modelthat are not required or recommended, but may be desirable options tothe customer for implementation.

In various examples, the one or more features may include sub-features.In some examples, the features and/or the sub-features can beconfigurable via a user interface. In some examples, the recommendedfeatures and/or the optional features can be de-selected, such as via anon/off toggle on a user interface.

The adaptive wizard can provide the features to the customer via theuser interface. The adaptive wizard can determine the features for thegamification system based at least in part on customer selection of oneor more of the provided features.

At 1310, the adaptive wizard can determine the visualizations for thegamification system. The visualizations can be based on the scenario,the goal, the appropriate model, and/or the features. In some examples,the visualizations can include visual features of the gamificationsystem, such as a header, a footer, a showcase, a leaderboard, margins,colors, fonts, and the like.

In various examples, the visualizations can be selectable via the userinterface, such as, for example, via a select or add button, or byproviding the code to copy and paste the visualizations onto a website.In some examples, the visualizations can be automatically selected bythe adaptive wizard based.

At 1312, the adaptive wizard can apply behavioral inputs and/orestimates to balancing algorithms to generate the gamification systemfor use by the customer to achieve the goal. The adaptive wizard cancombine the input regarding the scenario, goal, appropriate model,features, and/or visualizations, and can generate the gamificationsystem for the customer. The customized gamification system can begenerated and/or designed to achieve one or more goals of the customerwith regard to the behavioral inputs and/or estimates (e.g., userbehavior patterns, estimates of behavior patterns based on historicaldata, etc.).

In various examples, the adaptive wizard can send the gamificationsystem to the customer. The gamification system can be sent to thecustomer via a designated cite and/or URL of the customer, via one ormore memories (e.g., a computer readable storage device), and/or othermeans of providing a gamification system to a customer. The gamificationsystem can thus be implemented by the customer to recognize and awarddesired behavior patterns and boost engagement in order to achieve theone or more goals of the customer.

FIG. 14 is a flow diagram that illustrates a process flow 1400 ofmonitoring a gamification system and providing updates for thegamification system.

At block 1402, the adaptive wizard determines that a gamification systemhas been implemented.

At block 1404, the adaptive wizard monitors the performance of thegamification system. In some examples, the monitoring of thegamification system includes tracking progress data of users on thegamification system (e.g., training completed, levels achieved, and anyother statistics relevant to the achievement of one or more customergoals). The progress data can include data specific to the customer'sgoal.

In various examples, the adaptive wizard can monitor the performance ofmultiple gamification systems in the same and/or similar scenariosand/or sub-scenarios. In some examples, the adaptive wizard can comparedata across the same and/or the similar scenarios to track performanceof a wide variety of users and/or customers.

The performance monitoring of one or more gamification systems can becontinuous, periodic (e.g., once per week), and/or manually as directed.In various examples, the performance monitoring schedule can bedetermined by the adaptive wizard through a program manager. In suchexamples, the program manager can determine the nature by which theperformance is monitored, the period interval (e.g., daily, weekly,monthly, etc.) and/or the manual monitoring.

At block 1406, the adaptive wizard can identify an improvement to thegamification system. In various examples, the identification of theimprovement to the gamification system can be based on the monitoredperformance of the respective gamification system. For example, thedetermination can be based on a failure of the gamification system toachieve one or more of the customer's goals. In some examples, theidentification of the improvement to the gamification system can bebased on gamification systems in the same and/or a similar scenario. Forexample, multiple gamification systems show progress data slowing on aparticular expertise track at a certain level. As such, an improvementto the level of the expertise track may be identified.

At block 1408, the adaptive wizard may implement the improvement to thegamification system. Following the example from above, the improvementto the level of the expertise track may be implemented across themultiple gamification systems. The adaptive wizard may send an update tothe customer to implement and/or automatically update the gamificationsystem at a certain time.

In various examples, the adaptive wizard may monitor the performance ofthe improved gamification system, such as by looping back to block 1404.In such examples, the adaptive wizard may continue to improve thegamification systems, even after gamification system implementation.

CONCLUSION

Although the subject matter has been described in language specific tostructural features and/or methodological acts, it is to be understoodthat the subject matter defined in the appended claims is notnecessarily limited to the specific features or acts described. Rather,the specific features and acts are disclosed as illustrative forms ofimplementing the claims.

The operations of the example processes are illustrated in individualblocks and summarized with reference to those blocks. The processes areillustrated as logical flows of blocks, each block of which canrepresent one or more operations that can be implemented in hardware,software, or a combination thereof. In the context of software, theoperations represent computer-executable instructions stored on one ormore computer-readable media that, when executed by one or moreprocessors, enable the one or more processors to perform the recitedoperations. Generally, computer-executable instructions includeroutines, programs, objects, modules, components, data structures, andthe like that perform particular functions or implement particularabstract data types. The order in which the operations are described isnot intended to be construed as a limitation, and any number of thedescribed operations can be executed in any order, combined in anyorder, subdivided into multiple sub-operations, and/or executed inparallel to implement the described processes. The described processescan be performed by resources associated with one or more computingdevice(s) 106, 124, 126 or 200 such as one or more internal or externalCPUs or GPUs, and/or one or more pieces of hardware logic such as FPGAs,DSPs, or other types described above.

All of the methods and processes described above can be embodied in, andfully automated via, software code modules executed by one or moregeneral purpose computers or processors. The code modules can be storedin any type of computer-readable storage medium or other computerstorage device. Some or all of the methods can be embodied inspecialized computer hardware.

Conditional language such as, among others, “can,” “could,” “might” or“may,” unless specifically stated otherwise, are otherwise understoodwithin the context as used in general to present that certain examplesinclude, while other examples do not include, certain features, elementsand/or steps. Thus, such conditional language is not generally intendedto imply that features, elements and/or steps are in any way requiredfor one or more examples or that one or more examples necessarilyinclude logic for deciding, with or without user input or prompting,whether these features, elements and/or steps are included or are to beperformed in any particular example.

Conjunctive language such as the phrase “at least one of X, Y or Z,”unless specifically stated otherwise, is to be understood to presentthat an item, term, etc. can be either X, Y, or Z, or a combinationthereof

Any routine descriptions, elements or blocks in the flow diagramsdescribed herein and/or depicted in the attached figures should beunderstood as potentially representing modules, segments, or portions ofcode that include one or more executable instructions for implementingspecific logical functions or elements in the routine. Alternateexamples are included within the scope of the examples described hereinin which elements or functions can be deleted, or executed out of orderfrom that shown or discussed, including substantially synchronously orin reverse order, depending on the functionality involved as would beunderstood by those skilled in the art.

It should be emphasized that many variations and modifications can bemade to the above-described examples, the elements of which are to beunderstood as being among other acceptable examples. All suchmodifications and variations are intended to be included herein withinthe scope of this disclosure and protected by the following claims.

What is claimed is:
 1. A system comprising: a processor; acomputer-readable media including instructions for an adaptive wizardframework, for actuation by the processor, the adaptive wizard frameworkcomprising: a scenario module configured to: cause a presentation of oneor more scenarios on a display of a user computing device, wherein theone or more scenarios are use cases; and receive, via a user interfaceof the customer computing device, a scenario of the one or morescenarios, the scenario corresponding to a gamification system andwherein a user selection represents one or more use cases associatedwith the user, and wherein the user selection is used to generate agamification system in an online environment for customers to increasecustomer engagement with the gamification system; a goal-defining moduleconfigured to: cause a presentation of a first query on the display ofthe user computing device, wherein the first query is generatedheuristically; receive, via the user interface, a first responsecorresponding to the first query; based at least in part on the firstresponse, cause a presentation of a second query on the display of theuser computing device; determine, based at least in part on the firstresponse and a second response to the second query, a goal of the user;and determine, based at least in part on the first response and thesecond response, a model of the gamification system; a feature moduleconfigured to determine a feature of the gamification system, thefeature being based at least in part on the model of the gamificationsystem, and wherein the feature assists the user achieving thedetermined goal of the user; a build module configured to: build codesfor the gamification system based at least in part on the scenario, thegoal, the model and the feature; transmit the codes to display thegamification system on a website; and an adaptive wizard moduleconfigured to: monitor a performance of the gamification system, theperformance being based at least in part on the goal; identify, based atleast in part on the performance, an improvement to the gamificationsystem; implement the improvement to the gamification system; anddisplay an improved gamification system on the website.
 2. A system asclaim 1 recites, wherein the build module is further configured topublish the gamification system on a website of the customer.
 3. Asystem as claim 1 recites, further comprising: a visualization moduleconfigured to generate a visualization for the gamification system.
 4. Asystem as claim 1 recites, wherein the feature module is furtherconfigured to determine a recommended feature or an optional featurebased at least in part on the model.
 5. A system as claim 1 recites,wherein the scenario is based at least in part on actions of a user on awebsite associated with the customer.
 6. A system as claim 1 recites,wherein the goal is further based, at least in part, on actions of auser on a website associated with the customer.
 7. Acomputer-implemented method, comprising: an adaptive wizard moduledisplaying a plurality of scenarios on a device associated with a userfor user selection thereof, wherein the plurality of scenarios is usecases and wherein the user selection represents one or more use casesassociated with the user; the adaptive wizard module receiving a userselection associated with, from the device associated with the user viaa user interface, a scenario of the plurality of scenarios, wherein thescenario is used to generate a gamification system in an onlineenvironment for customers to increase customer engagement with thegamification system; the adaptive wizard module displaying one or morequestions on the device associated with the user, wherein the one ormore questions is generated heuristically; the adaptive wizard modulereceiving, from the device associated with the user via the userinterface, a response input to the one or more questions; the adaptivewizard module determining, based at least in part on the response input,a goal of the user; the adaptive wizard module applying an algorithm,based at least in part on the goal and further based at least in part onhistorical data stored in a memory storage, to identify a model for thegamification system associated with the user; the adaptive wizard moduledetermining a feature of the gamification system, wherein the featureassists the user achieving the determined goal of the user; the adaptivewizard module building codes for the gamification system based at leastin part on the scenario, the goal, the model and the feature; theadaptive wizard module displaying the gamification system on a website;the adaptive wizard module monitoring a performance of the gamificationsystem, the performance being based at least in part on the goal; theadaptive wizard module identifying, based at least in part on theperformance, an improvement to the gamification system; the adaptivewizard module implementing the improvement to the gamification system;and the adaptive wizard module displaying an improved gamificationsystem on the website.
 8. A method as claim 7 recites, furthercomprising monitoring behavior of a user on a website, wherein theidentifying the model is further based on the monitored behavior.
 9. Amethod as claim 7 recites, further comprising: the adaptive wizardmodule generating one or more visualizations for the gamificationsystem; and the adaptive wizard module receiving, from the device viathe user interface, a selection of a visualization, wherein the buildingthe gamification system further comprises including a code for thevisualization in the gamification system.
 10. A method as claim 7recites, further comprising: the adaptive wizard module displaying thefeature on the device; the adaptive wizard module receiving, from thedevice via the user interface, a modification to a sub-feature of thefeature; and the adaptive wizard module incorporating the sub-featureinto the gamification system.
 11. A method as claim 7 recites, furthercomprising: the adaptive wizard module determining a second feature ofthe gamification system; the adaptive wizard module displaying thesecond feature on the device; the adaptive wizard module receiving, fromthe device via the user interface, a modification to the second feature;and the adaptive wizard module incorporating the modification to thesecond feature into the gamification system.
 12. A method as claim 7recites, wherein the goal is further determined based at least in parton a user behavior on a website.
 13. A method as claim 7 recites,further comprising monitoring an action of a user on a website, whereinthe determining the goal is based at least in part on the action.
 14. Anon-transitory computer-readable medium having thereoncomputer-executable instructions, the computer-executable instructionsresponsive to execution configuring a device to perform operationscomprising: receiving, from a customer device via a user interface, ascenario wherein the scenario is used to generate a gamification systemin an online environment for customers to increase customer engagementwith the gamification system; determining one or more questions based atleast in part on the scenario, wherein the one or more questions isgenerated heuristically; causing a display of the one or more questionson the customer device; receiving, from the customer device via the userinterface, response input to the one or more questions; determining,based at least in part on the response input, a goal of the customerenterprise; applying an algorithm, based at least in part on the goaland further based at least in part on historical data stored in a memorystorage, to identify a model for the gamification system associated withthe user; determining, based at least in part on the goal of thecustomer enterprise, a feature of the gamification system, wherein thefeature assists the user achieving the determined goal of the user;building codes for the gamification system based at least in part on thescenario, the goal, the model, and the feature; displaying thegamification system on a website; monitoring a performance of thegamification system, the performance being based at least in part on thegoal; identifying, based at least in part on the performance, animprovement to the gamification system; implementing the improvement tothe gamification system; and displaying an improved gamification systemon the website.
 15. A non-transitory computer-readable medium as claim14 recites, the operations further comprising: causing a display of thefeature on the customer device; and receiving, from the customer devicevia the user interface, a modification of the feature, wherein thebuilding the gamification system is based at least in part on themodification of the feature.
 16. A non-transitory computer-readablemedium as claim 14 recites, further comprising: generating one or morevisualizations for the gamification system; and receiving, from thecustomer device via the user interface, a selection of a visualization,wherein the building the gamification system is based at least in parton the visualization.